City of Amnesia
October 15, 2025, 07:43:34 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Login Register  
Pages: 1 [2]
  Print  
Author Topic: Metroid Prime 3!  (Read 14603 times)
Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #15 on: September 09, 2007, 10:36:31 AM »

Prime 2 was good, but not as good as Prime 1.

Prime 3 is almost as good as prime 1 was. That one is still my favorite because it was the most purely-Metroid out of the series.
Logged
EyeOfPain
Japanese Schoolgirl
Hero Member
*****
Offline Offline

Posts: 738



« Reply #16 on: September 09, 2007, 06:41:55 PM »

I do remember enjoying the first Prime to the sequel. Think I got stuck trying to retrieve an item (morph ball boost?) where you have to roll around a circular room and drop bombs to weaken the creature. Could never really get the hang of that.

So, how's the control scheme for Prime 3? I haven't heard much about it, though I'm a bit curious.
Logged

My animé, manga, and figure collections
Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #17 on: September 09, 2007, 08:34:29 PM »

If you've ever played FPS games on PC, it's like that. Especially if you turn the sensitivity up to advanced.
That means the control is awesome. AWESOME. It's way, way better than gamepad control for aiming.
Logged
EyeOfPain
Japanese Schoolgirl
Hero Member
*****
Offline Offline

Posts: 738



« Reply #18 on: September 10, 2007, 12:44:46 AM »

Sounds, well... awesome!

Perhaps this will be just what I need to get me out of my non-gaming funk.

Does one need to know the ending to Prime 2 in order to follow Prime 3?
Logged

My animé, manga, and figure collections
Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #19 on: September 10, 2007, 01:00:01 AM »

No, but beware of spoilers anyway:





Samus gets all the planetary energy things except the last one, which is inside the Emperor Ing. Which is a really hard boss. After killing it and collecting the energy, you have to fight Dark Samus. Then you escape the dark world before it ceases to exist, U-Mos congratulates you, the Luminoth will wake up soon, yay. If you collected 100% of items, you see a short scene of a bunch of blue stuff collecting in space and Dark Samus reforming.
Logged
The Ghost Of Ember
In ur maze, killin' ur pac-man
Jr. Member
**
Offline Offline

Posts: 91



WWW
« Reply #20 on: September 10, 2007, 01:19:15 AM »

Quote from: 81
Sounds, well... awesome!

Perhaps this will be just what I need to get me out of my non-gaming funk.

Does one need to know the ending to Prime 2 in order to follow Prime 3?

You can probably get all you need to know from a small FAQ somewheres about giving a brief description of the previous two games. Then again, with perhaps the exception of Prime 1, I don't really think story has been the series strong-suit.

Anyways, I've got it, pretty much all I've been playing until recently. It took a long time for me to get adjusted to the controls, and for awhile I really hated the scheme- I mean, it seemed to make sense from a design perspective, but I couldn't quiet get it to work with me. A few hours later though I had it in the bag, I still find it hard to aim accurately at small moving objects, and sometimes I jerk off just an inch or two between aiming and firing which results in me missing. Natch.

I'm enjoying the gameplay so far, or at least up until I reached the last point I was at, which was a generic 'defend this location' objective that  I didn't survive (and it didn't let you save once you receive the instructions to go defend said location, thus setting me back several hours when I accidentally hit 'do not continue'). I haven't really picked it up since. Nifty fact though; if you die by overhypering in corruption mode, you get a neat little alternate death.


Spoilerz and jazz below this, nothing too serious, nothing that isn't obvious within the first fifteen minutes of the game.


The story however, continually disappoints me. They seem to be heading more into Space Opera than 'solitude, archeology, action and sci-fi', which they also attempted with mixed results in Fusion. I wouldn't mind it if they had succeeded, but instead it kind of falls flat on it's face. You're introduced to the other bounty hunters and immediately realize that they're going to be bosses down the line. They don't even really apply much backstory to them, making their inevitable betrayal and your prompt slaughter of them nothing more than an empty gesture. I mean, maybe instead of all the journals about the ancient Bryyo culture that doesn't really come into play, we could get some journals or logs from the hunters you're hunting to make their corruption and deaths more tragic than just... tough boss fights? Or maybe we could get both? Adding text to a game isn't really all that hard.

As well, the Federation suffers from a bad case of generic starship troopers, mixed with fatal haloitus. The Aurora Units telling you what to do don't really add much to mix either, they're just generic omniscient voices pointing out the next mission objective, they lack personality.

I don't mind when Metroid attempts to go in this direction, I missed out on both NES and the SNES games until long after my childhood ending, leaving my judgment clear of over-nostalgia. That said, when they continually fail when they attempt this sort of thing... time to either stick to what you know or try something else.
Logged

Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #21 on: September 10, 2007, 10:54:03 AM »

Well, the Aurora units are big computers, so yeah they don't have much personality.
The first section of the game, on the flagship, did remind me a lot of the first level of Halo, but better.

Ember: I think I know the part you got stuck at. Hyper mode really makes short work of the gunships that are shooting at the platform. Everything else is just a distraction.
Logged
EyeOfPain
Japanese Schoolgirl
Hero Member
*****
Offline Offline

Posts: 738



« Reply #22 on: September 10, 2007, 02:04:17 PM »

Mike: Sounds kinda like they just mirrored the ending from Prime 1. :-/

Ember: Metroid's never really had any character development before (that I can recall; missed most of the 8-bit era as well), so it's not too surprising this third installment of Prime falls short on that category.
Logged

My animé, manga, and figure collections
The Ghost Of Ember
In ur maze, killin' ur pac-man
Jr. Member
**
Offline Offline

Posts: 91



WWW
« Reply #23 on: September 10, 2007, 03:09:48 PM »

Quote from: 25
Ember: I think I know the part you got stuck at. Hyper mode really makes short work of the gunships that are shooting at the platform. Everything else is just a distraction.

So chalk it up to my general avoidance of Hypermode. Trading health for momentary bursts of power never seemed wise to me, and I only ever find myself really needing it when the game actually forces it on me.

Quote from: 81
Metroid's never really had any character development before (that I can recall; missed most of the 8-bit era as well), so it's not too surprising this third installment of Prime falls short on that category.

I know, and I don't mind that they're trying, it's just I don't feel the need for pulling punches because their failing at it. I don't consider lack of previous experience within the series itself as an excuse. Mind you, I still enjoy the game, I just gotta be contrary about it.

As well, while the ship elements are cool, flying back and forth between planets and even between locals loses it's novelty after the first few times. I know they're using it to hide load times, but meh.
Logged

Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #24 on: September 10, 2007, 03:27:48 PM »

I see the flying-around part as the replacement for the between-level elevators and it let the designers have a bigger variety of levels...even though they really went with fire area/ice area/Chozo city/other guys city/base/other other guys city.
Logged
The Ghost Of Ember
In ur maze, killin' ur pac-man
Jr. Member
**
Offline Offline

Posts: 91



WWW
« Reply #25 on: September 10, 2007, 05:24:52 PM »

Quote from: 25
I see the flying-around part as the replacement for the between-level elevators and it let the designers have a bigger variety of levels...even though they really went with fire area/ice area/Chozo city/other guys city/base/other other guys city.

For sooth, but at least with the elevators all I had to do was jump on and maybe press a button or something and we got a ten second diorama as Samus descended looking bad ass with the camera panning around her, and then we were back in the game. Now I have to get in the ship, as the camera watches Samus dramatically enter for five seconds, save (usually, with rare exceptions) which takes anywhere from ten to fifteen seconds, actually get in the ship and navigate the interface for an additional ten to fifteen seconds, then watch Samus's ship take off for ten to fifteen seconds, then it'll *finally* start loading as the ship bobs around in a generic background for an additional ten to fifteen seconds. And then we have to wait and watch the ship land for another ten seconds and then Samus pops out and poses dramatically for another five seconds. And I've wasted a minute and a half for something that should have rightly taken ten seconds.

Then I have to go turn right back around and do it all over again when I discover that Ice Lock on Norion only had a friggin' missile expansion or something equally useless and the upgrade I need to progress on Elysia is really on Bryss, and doing this backtracking would be much less annoying if I weren't twidling my thumb for a minute doing nothing as I waited.
Logged

EyeOfPain
Japanese Schoolgirl
Hero Member
*****
Offline Offline

Posts: 738



« Reply #26 on: September 10, 2007, 10:37:54 PM »

That does sound quite excessive, Ember. But to give the developers the benefit of the doubt, they probably felt the ship sections added more to the Metroid universe.

Logged

My animé, manga, and figure collections
The Ghost Of Ember
In ur maze, killin' ur pac-man
Jr. Member
**
Offline Offline

Posts: 91



WWW
« Reply #27 on: September 11, 2007, 01:35:07 AM »

Quote from: 81
That does sound quite excessive, Ember. But to give the developers the benefit of the doubt, they probably felt the ship sections added more to the Metroid universe.

I probably sound like I'm disparaging the game, but I really am getting a kick out of it. It's just easier to bitch about the minor inconveniences than to complement it on what it does do good. Mostly because what it does do good is A) The control scheme, which is bloody obvious, and B) Everything that they've already been doing good since the last two, so expounding on what you should already know about seems kind of pointless.

The ability to 'jump' in morph ball form was a nice addition, though, it's long overdue.
Logged

Mike
soap
Hero Member
*****
Offline Offline

Posts: 689



« Reply #28 on: September 11, 2007, 10:17:18 AM »

Quote from: 17

The ability to 'jump' in morph ball form was a nice addition, though, it's long overdue.
I actually never used it once. I completely forgot it was there.

Logged
EyeOfPain
Japanese Schoolgirl
Hero Member
*****
Offline Offline

Posts: 738



« Reply #29 on: September 11, 2007, 03:20:18 PM »

Quote from: 17
The ability to 'jump' in morph ball form was a nice addition, though, it's long overdue.

So... you don't have to drop a bomb in order to reach higher areas anymore? Well, cool. That whole process was a bitch for areas out of the reach of a single bomb "jump."

And you didn't sound too harsh. It always is easier to complain than it is to praise.
Logged

My animé, manga, and figure collections
Pages: 1 [2]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!